using EveryFunc;
using UnityEngine;
public class AttackState : FSMState
{
    public override void Init()
    {
        stateID = FSMStateID.Attack;
        //        throw new System.NotImplementedException();
    }
    public override void EnterState(FSMBase fsm)
    {
        Debug.Log("attack state in");
    }
    public override void ActionState(FSMBase fsm)
    {
        //TODO:攻击方法
    }
    public override void ExitState(FSMBase fsm)
    {
        Debug.Log("attack state out");
    }
}